Reviews from

in the past


GAS!!! PEAK!!! GOATED!!! GREATNESS!! FUCK BANDAI FOR NOT MAKING ANOTHER ONE!!!

the tribute band version of katamari. it'll get you through a summer evening, but won't stay with you like the real thing does. soundtrack is still floor-to-ceiling killers.

Honestly why has this game not been ported to newer systems? If Damacy can be ported, so can this god damn it!!!

Katamari Forever is little more than a series Greatest Hits compilation with several bells and whistles attached, and frankly that is enough for me most of the time. The HD look suits it, and the final stage is an all-timer.

Every katamari game is kind of the same, but that doesn't make them any less fun.

It's very satisfying to see progression and funky characters and music throughout

The framerate is kinda janky sometimes but it's not terrible


can be a nice way to play some levels from some great games! as long as you don't mind worse performance and worse object pop-in and worse balance due to new mechanics and worse writing. there's some pros here like a new game+ "go really fast" mode and like 2 new levels, but hardly anything essential even if you're a fan of the series. the remixed soundtrack has some highlights but feels less consistent to me compared to the PS2 entries in the series.

it's also a little off-putting to me that it doesn't really seem to advertise that it's more of a level remix/repack than a full new game? maybe I'm being unfair or maybe I'm missing something but nothing on the game's case really indicates that fact. when I picked this up at a retro gaming store I was under the impression that it was brand new stuff like the xbox 360 one, so it was a bit disappointing to figure out that wasn't the case.

well it's still katamari anyways, so it's still fun. not much of a point in seeking this out now that the modern HD ports exist. maybe listen to the soundtrack on youtube?

FUCK YEAH FUCK YEAH FUCK YEAH

This is the perfect Katamari experience...
...almost.

This game's main draw is that it compiles stages from the previous games in the series into a delicious little collection.
This, in and of itself is really great, but the game does have some drawbacks.

Mainly, the lag is really bad at times. The game can really start to chug when a lot of items are on screen at once. This doesn't happen often enough to become a severe problem, but it is an annoyance.
Moreover, the remixed songs aren't as good as the originals, in my opinion, and I think that the 5cm Prince Remix of Katamari on the Rocks is downright awful.
The new prince-hop would've been a great addition, if it weren't for the fact that it barely works half the time when it really matters. When it eventually does decide to work, the delay between you doing the motion with the controller and the actual hop is insanely long. This could've been fixed by having an option to map the move to one of the unused buttons, instead of being forced to use motion controls.

Despite all this, I can easily sink many an hour into this game without getting bored. Katamari Forever manages to be that great despite its shortcomings.

Katamari Forever is one of those games that's so unique and so out there, it has to be experienced, as it's impossible to understand it just from reading about it. I know this because I experienced this first-hand, originally having bought it on the recommendation of a friend, knowing nothing about the series except that it was supposed to be incredible. Even with the game in my hands, reading the back of the box only made me more confused.

The King of All Cosmos bumped his head and lost all his memory. The Prince and his cousins created RoboKing to replace the King, but it went out of control and destroyed all the stars in the Cosmos. Now, you must clean up the mess made by RoboKing and bring back the King's memory by rolling up everything in the Cosmos!

Not that helpful, huh? Most of what it says regards the plot of the game. The King of All Cosmos hit his head while performing a stunt of sorts and fell in a coma. The Prince and company, unable to awake His Majesty, decided the best course of action would be to build a robot that would replace him in his royal duties; however, due to a bug, the robot went berserk, flew into the Cosmos and destroyed the stars. This leaves you, the player, with two tasks: one, rolling up new stars to refill the sky, and two, rolling up memories inside the King's head to restore his consciousness.

Rolling up is the keyword, the one piece of information on that text blurb that relates to the game's mechanics: in every stage, your character is placed on some kind of place from Earth -- a table, a garden, a city -- with a ball in front of them. Any objects touched by it stick to it, so long as they are smaller that what you currently, forming an ever-growing mass of objects that the game calls a Katamari (a word that literally translates to 'cluster'). Your job, as the Prince, is to take a Katamari of a certain starting size and grow it to a certain diameter so it can be flung into space to make a new star in the sky.

There are often special conditions to this that make the trip to Earth more tricky: it could be that there's a time limit, or a limit on the amount of objects that can be rolled up, or a certain type of object that must or must not go into the Katamari. This variety of different challenges combined with ever transforming stages where greater Katamari sizes open up new pathways and interactions, as well as a fantastic soundtrack about as iconic as the game itself, keep the game feeling ever fresh even after rolling dozens of Katamari.

Which is to say, just talking about Katamari Forever makes me want to go for a spin, or rather, for a roll, even though I've completed the game a couple of times on all of its modes. It's fantastic on so many levels, unique in all the things it does, from how it's visuals, to its sound, to how it tells its story, but it's the mesmerizing gameplay that really ties it all together. It seems simple enough at first, and its frantic pacing might make one think they can roll everything and win, but there's a lot of strategy into when and how to visit certain parts of the stage to get a good time.

And I do want to emphasize "mesmerizing": the game creates a bizarre spin on the idea of a power fantasy, turning the "I bet can kill that" thought that's so common in games into "I bet I can roll that". Every slightly larger item is taken as a challenge and made into a mental note, culminating into the amusement of seeing your ever-increasing ball of mayhem grow even larger by trapping household items, bikes, horrified screaming pedestrians, houses and so on. It's that Hotline Miami feeling of behaving like an absolute lunatic, and not even noticing it until the music stops.

It's such a thrill. Katamari Forever is one of my favorite games of all time, and even within its series it shines as one of the largest and most varied entries. I wish Bamco would port it everywhere instead of drip-feeding ports of older releases.

Colorful and blissful enjoyment, adore the sketch under-saturated style.

Turns out Namco were able to produce a great Katamari game even without Keita Takahashi.

na naaaaaa nananananana na katamari damacy; na naaaaaaaaaa nananananana na katamari yeah yeah yeah

The heart powerups are a nice wrinkle in the gameplay (and make for a neat instakill trap on certain levels) and while I thought jumping was really stupid at the beginning of the game, it ended up being more useful in one game than dashing did in all 4 of the games I've played. It can make for good shortcuts when used properly and serves as a good safeguard if pinned.

All but 3 of the game's levels are recycled, which is pretty lame. At the end of the day though, it's a Katamari game with simple, satisfying gameplay. The levels are still fun, and the game can be an avenue for people to enjoy the whole series up to that point if they didn't have any of the previous games. I also really respect how they a lot of the franchise's harder levels. I had a lot more trouble in this game than KD, WLK, and BK combined. Given that isn't saying a whole lot, but the effort is still there.

If anything, this game works as a celebration of the Katamari Damacy series. The game's a showcase of many of Katamari's greatest and most interesting levels. The art style is also sublime. A lack of new content is kind of a shame and it's as such my least favorite so far, but the game's still amazing.

9/10 - A great game with a disappointing lack of new content.

Also, they brought back the campfire level, which is absolutely amazing.

definitely not anything new but its fun

this is my first Katamari game and there is so much to love. such a wonderfully absurd style and genuinely fantanastic collection of songs to roll around to. the controls take some getting used to but if they were any simpler I'm not sure if this would be nearly as fun/addictive?

this game combines levels from the prior katamari console titles (so just damacy, we <3, and beautiful) into a single game with various bits and bobbles to flesh out the experience. it's very lopsided in favor of we <3 levels, but this isn't a huge downside as this is the current only official way to play most of these levels in HD. speaking of which: this is one of the rare 1080p ps3 games and it looks phenomenal, even with the hand-drawn filter over everything (which honestly is sort of cute). this is a great thing until you begin encountering dreadful framerates which really spoil the experience in some instances. if this kind of thing came out now it would have a lower-res performance mode, which I would honestly much prefer for this arcade-y style of game.

the framing for all of this is that the king of the cosmos got bonked on the head and is now in a coma/deep sleep/amnesia? kind of thing. the cousins band together to create a robotic version of the king that goes nuts on startup and knocks all of the stars out of the sky. thus the game is split into two interleaved campaigns: one where you help the roboking put new stars in the sky (make a star levels) and one where you roll around inside of the king's head to help wake him up and revive his memories (most of the gimmick levels reside here). roboking himself is surprisingly remorseful and existential, which is a very katamari kind of writing that works well to differentiate him from the pompous and negligent real king. the story spares him no quarter either, which i found amusing in a very bittersweet way. on the flipside, the king campaign is pretty much what you would expect save for all of the levels being in black and white (objects picked up will regain their colors, along with all other objects identical to them). this isn't a nuisance for the most part outside of the downright infuriating heat-the-katamari-up level that I can only assume is from beautiful.

I didn't delve much into the post-game but as far as I'm aware there are now up to four modes to play each level in. forever mode is the standard gameplay, which is identical to the older games save for an added jumping mechanic. this mainly replaces rolling up walls from previous games, and is useful depending on the context (often uncontrollable otherwise). thankfully this is mapped to the triggers, as trying to perform it by shaking the dualshock is virtually impossible. I also feel like the handling is a bit different, as larger katamaris often feel downright unresponsive, but ymmv. there's also a new mechanic involving the roboking's broken heart, which will magnetize your katamari and pick up everything within your size close to you automatically. drive mode speeds up the katamari considerably while removing your fine movement controls and decreasing the timer. classic mode restores you to old-school katamari controls (no jump or broken hearts), and eternal mode is the same as in prior games where you have no time limit on picking things up.

I don't know if I feel like going for a platinum on this one so I may leave it here for now, or maybe choose to finish out the drive and classic requests at some point. the package itself is very solid just in terms of its completeness, even if I'm more mixed on the new additions. worth having just to have a massive katamari game to chew on.

More Katamari is good Katamari.
But it must be said that the soundtrack is no where near as good as the first game. Personally I did find some of the new challenges a little frustrating at times while others were quiet fun.
Overall this game is great and I would say the replay value is very high if your including the bonus modes and collectibles.

If its the only game in the series you are able to play, then its fine. You will get a gist as to why people enjoy those games.
If you are familiar with games it lifts stages from tho...
I dont think there is much meaning to "best hits collection" for the series that didnt meaningfully iterate its gameplay systems, as to make appealing proposal to revisit old stages with new gameplay systems.
Another perspective it would appeal with is to see those old stages reinterpreted with a new visual style, and for me this new style wasnt appealing. I felt like like image became busy, everything kinda blending together. Not that you can see how those new levels look with this new style, cuz they done in black and white. Remember Firefly stage from We Love Katamari? Now its black and white, kinda sums up a lot about this game for me.
Overall visual style just felt less unique than what PS2 games went for, when stylisation of menus is taken in considaration I would argue that Forever tries to style the game after all those other things, instead of taking advantage of Katamari's own unique elements.
Its obvious Katamari being very simple concept that was stretched to become a franchise with many entries lies at the root of all those issues.
How do you even make a new Katamari game?
How to make visuals NEW and NEXT GEN? Certainly not by introducing pop in of objects and framerate drops.
How do you aproach storytelling?

I dont want to blame the team for this game, they did what they could with creating like 7th game in the series that shouldnt have been a series to begin with.
I dont want to argue that original director Keita Takahashi is somehow the only person who allowed to direct Katamari, nor that his opinion of "No sequels" should be absolute.
But as it stands this game reflects its own story:
King went to sleep (Takahashi) and a robot was created to do his work and it did so poorly despite the good intentions.
Or is it perhabs exactly intention of this game?

What a great finale for the Katamari franchise, it's the last one right?...

This game is more like a "best of Katamari" where each stage comes from the previous four entries, with each stage being remastered in the style of Beautiful Katamari.
Now you may think "What's the point of this game since Katamari Damacy already received a remake in the style of Beautiful Katamari and by the time of this review soon will get a remake for We Love Katamari" Honestly there's not really a reason to come back to this game... Actually, there is one good reason to come back to this game, first of all, this game has a complete soundtrack which is mostly just remixes of previous songs but most of the time sounds like completely original songs, and my last argument is "Katamari Racing".
No, it's not a Katamari racing spinoff, it's a new game mode you unlock after clearing all stages where you replay them with your speed multiplied by three or four, it's really really fast and really really fun and makes me wish the two new Katamari remakes would have it too.
It also has an endless mode for big stages where you can roll till you get bored and that's a really cool feature I love big stages.

Other than side modes this game doesn't have anything else to offer to anyone playing in 2023, but in 2009 this was one of the biggest gems of the platform. But even if you already played the remakes and the original games who can say no to replaying more Katamari?

Much more relevant if you don't have a way to play Damacy and/or We <3 Katamari. It's fine, good, Katamari is just good at a base level, but it's hard to get excited when it's (mostly) an HD compilation of We <3 Katamari levels with some Damacy and Beautiful thrown in. Would very much suggest playing them individually if you can.

Emulated this on RPCS3. The pre-rendered videos play at a weird stutter-y frame rate and walking around the menu areas is a bit stutter-y too, but the levels are perfect.

I'm so lucky this wasn't the last Katamari game I played out of the first 4 games, otherwise I probably would have loved it less realizing it's just a greatest hits compilation. Still my favorite of the series for that very reason and Katamari Drive.

i like BALLZ

found this one randomly hidden in a corner of a GameStop for like 15 buckaroos i had no idea what this franchise was really cool discovery

Really really good despite Keita Takahashi no longer being involved with the series at this point. Robo-King is hilarious, he could give Marvin from Hitchiker's guide a run for his money in depression. The variety of levels is huge (though most of them are recycled from old games, Beautiful Katamari was exclusive to Xbox 360 so anyone that only had a PS3 would have been experiencing those levels for the first time here) and the new, bright graphical style works well. Was a pretty good finale for the Katamari series on consoles, but I do hope to see a new one one day, with or without Takahashi.

"ACTIVATING JOY MODULE"

One major flaw in an otherwise splendid experience - and it's that, holy shit, even by PS3 standards this framerate can CRAWL at what feels like nearly a dead stop. Still, this is a spirited and gushing love letter to the series that more than stands on its own two feet. The heart powerups and prince hop (as long as you don't rely on half-responsive motion controls) are great new additions, as is the Roboking - there's a nice balance between his insecurity and the King of All Cosmos' narcissism that keeps this feeling fresh on a level-to-level basis. Even the remixed music is fun - sure, not all of them are as good as the originals (looking at you, "The Moon & The Prince" remix) but some of them are imo, and are seriously evocative tunes in their own right. Hub menu not as good as We Love Katamari, gameplay more engaging than Katamari Damacy Reroll. Has your usual repetition problems as can be expected with the series, but this is a sadly overlooked entry. Innovates just enough without taking away the core experience, which many game franchises were guilty of doing around this time. "Even Eternal mode can't last forever", "Why do humans adore what can hurt them so badly?".

This game came to me as a comfort game. Used this to deal with some of my anxiety. If I am to be honest, some of the dialogue for collection text is very questionable, but most of it is very good and this game is one I replay just to get into a relaxed feeling again.

katamari forevers be katamari foreveing


I hadn't played most of the levels from this game as I had only played Damacy before this, so I guess it was nice to have a "best of" collection.

the definitive Katamari collection and my comfort game. i genuinely take out my ps3 once a month to play this when i'm feeling down.

Definitely the best Katamari game post-Takahashi involvement. Basically takes levels from the original game, we love katamari, and beautiful katamari and fuses them together to make this best-of type beat. The music is also remixed from previous games and is marvelous as always. They also added a jump mechanic that makes moving around a bit easier. If you have a PS3 this is absolutely worth putting in your library.

Very good but the lack of coop in regular stages made this worthless for if you have siblings or later a girlfriend